/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
//
// cg_marks.c -- wall marks

#include "cg_local.h"

/*
===================================================================

MARK POLYS

===================================================================
 */


markPoly_t cg_activeMarkPolys; // double linked list
markPoly_t *cg_freeMarkPolys; // single linked list
markPoly_t cg_markPolys[MAX_MARK_POLYS];
static int markTotal;

/*
===================
CG_InitMarkPolys

This is called at startup and for tournement restarts
===================
 */
void CG_InitMarkPolys(void) {
    int i;

    memset(cg_markPolys, 0, sizeof (cg_markPolys));

    cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
    cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
    cg_freeMarkPolys = cg_markPolys;
    for (i = 0; i < MAX_MARK_POLYS - 1; i++) {
        cg_markPolys[i].nextMark = &cg_markPolys[i + 1];
    }
}

/*
==================
CG_FreeMarkPoly
==================
 */
void CG_FreeMarkPoly(markPoly_t *le) {
    if (!le->prevMark) {
        CG_Error("CG_FreeLocalEntity: not active");
    }

    // remove from the doubly linked active list
    le->prevMark->nextMark = le->nextMark;
    le->nextMark->prevMark = le->prevMark;

    // the free list is only singly linked
    le->nextMark = cg_freeMarkPolys;
    cg_freeMarkPolys = le;
}

/*
===================
CG_AllocMark

Will allways succeed, even if it requires freeing an old active mark
===================
 */
markPoly_t *CG_AllocMark(void) {
    markPoly_t *le;
    int time;

    if (!cg_freeMarkPolys) {
        // no free entities, so free the one at the end of the chain
        // remove the oldest active entity
        time = cg_activeMarkPolys.prevMark->time;
        while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
            CG_FreeMarkPoly(cg_activeMarkPolys.prevMark);
        }
    }

    le = cg_freeMarkPolys;
    cg_freeMarkPolys = cg_freeMarkPolys->nextMark;

    memset(le, 0, sizeof ( *le));

    // link into the active list
    le->nextMark = cg_activeMarkPolys.nextMark;
    le->prevMark = &cg_activeMarkPolys;
    cg_activeMarkPolys.nextMark->prevMark = le;
    cg_activeMarkPolys.nextMark = le;
    return le;
}



/*
=================
CG_ImpactMark

origin should be a point within a unit of the plane
dir should be the plane normal

temporary marks will not be stored or randomly oriented, but immediately
passed to the renderer.
=================
 */
#define	MAX_MARK_FRAGMENTS	128
#define	MAX_MARK_POINTS		384

void CG_ImpactMark(qhandle_t markShader, const vec3_t origin, const vec3_t dir,
        float orientation, float red, float green, float blue, float alpha,
        qboolean alphaFade, float radius, qboolean temporary) {
    vec3_t axis[3];
    float texCoordScale;
    vec3_t originalPoints[4];
    byte colors[4];
    int i, j;
    int numFragments;
    markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
    vec3_t markPoints[MAX_MARK_POINTS];
    vec3_t projection;

    if (!cg_addMarks.integer) {
        return;
    }

    if (radius <= 0) {
        CG_Error("CG_ImpactMark called with <= 0 radius");
    }

    //if ( markTotal >= MAX_MARK_POLYS ) {
    //	return;
    //}

    // create the texture axis
    VectorNormalize2(dir, axis[0]);
    PerpendicularVector(axis[1], axis[0]);
    RotatePointAroundVector(axis[2], axis[0], axis[1], orientation);
    CrossProduct(axis[0], axis[2], axis[1]);

    texCoordScale = 0.5 * 1.0 / radius;

    // create the full polygon
    for (i = 0; i < 3; i++) {
        originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
        originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
        originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
        originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
    }

    // get the fragments
    VectorScale(dir, -20, projection);
    numFragments = trap_CM_MarkFragments(4, (void *) originalPoints,
            projection, MAX_MARK_POINTS, markPoints[0],
            MAX_MARK_FRAGMENTS, markFragments);

    colors[0] = red * 255;
    colors[1] = green * 255;
    colors[2] = blue * 255;
    colors[3] = alpha * 255;

    for (i = 0, mf = markFragments; i < numFragments; i++, mf++) {
        polyVert_t *v;
        polyVert_t verts[MAX_VERTS_ON_POLY];
        markPoly_t *mark;

        // we have an upper limit on the complexity of polygons
        // that we store persistantly
        if (mf->numPoints > MAX_VERTS_ON_POLY) {
            mf->numPoints = MAX_VERTS_ON_POLY;
        }
        for (j = 0, v = verts; j < mf->numPoints; j++, v++) {
            vec3_t delta;

            VectorCopy(markPoints[mf->firstPoint + j], v->xyz);

            VectorSubtract(v->xyz, origin, delta);
            v->st[0] = 0.5 + DotProduct(delta, axis[1]) * texCoordScale;
            v->st[1] = 0.5 + DotProduct(delta, axis[2]) * texCoordScale;
            *(int *) v->modulate = *(int *) colors;
        }

        // if it is a temporary (shadow) mark, add it immediately and forget about it
        if (temporary) {
            trap_R_AddPolyToScene(markShader, mf->numPoints, verts);
            continue;
        }

        // otherwise save it persistantly
        mark = CG_AllocMark();
        mark->time = cg.time;
        mark->alphaFade = alphaFade;
        mark->markShader = markShader;
        mark->poly.numVerts = mf->numPoints;
        mark->color[0] = red;
        mark->color[1] = green;
        mark->color[2] = blue;
        mark->color[3] = alpha;
        memcpy(mark->verts, verts, mf->numPoints * sizeof ( verts[0]));
        markTotal++;
    }
}


/*
===============
CG_AddMarks
===============
 */
#define	MARK_TOTAL_TIME 120000
#define	MARK_FADE_TIME	60000

void CG_AddMarks(void) {
    int j;
    markPoly_t *mp, *next;
    int t;
    int fade;

    if (!cg_addMarks.integer) {
        return;
    }

    mp = cg_activeMarkPolys.nextMark;
    for (; mp != &cg_activeMarkPolys; mp = next) {
        // grab next now, so if the local entity is freed we
        // still have it
        next = mp->nextMark;

        // see if it is time to completely remove it
        if (cg.time > mp->time + MARK_TOTAL_TIME) {
            CG_FreeMarkPoly(mp);
            continue;
        }

        // fade out the energy bursts
        if (mp->markShader == cgs.media.energyMarkShader) {

            fade = 450 - 450 * ((cg.time - mp->time) / 3000.0);
            if (fade < 255) {
                if (fade < 0) {
                    fade = 0;
                }
                if (mp->verts[0].modulate[0] != 0) {
                    for (j = 0; j < mp->poly.numVerts; j++) {
                        mp->verts[j].modulate[0] = mp->color[0] * fade;
                        mp->verts[j].modulate[1] = mp->color[1] * fade;
                        mp->verts[j].modulate[2] = mp->color[2] * fade;
                    }
                }
            }
        }

        // fade all marks out with time
        t = mp->time + MARK_TOTAL_TIME - cg.time;
        if (t < MARK_FADE_TIME) {
            fade = 255 * t / MARK_FADE_TIME;
            if (mp->alphaFade) {
                for (j = 0; j < mp->poly.numVerts; j++) {
                    mp->verts[j].modulate[3] = fade;
                }
            } else {
                for (j = 0; j < mp->poly.numVerts; j++) {
                    mp->verts[j].modulate[0] = mp->color[0] * fade;
                    mp->verts[j].modulate[1] = mp->color[1] * fade;
                    mp->verts[j].modulate[2] = mp->color[2] * fade;
                }
            }
        }


        trap_R_AddPolyToScene(mp->markShader, mp->poly.numVerts, mp->verts);
    }
}

// cg_particles.c  

#define BLOODRED	2
#define EMISIVEFADE	3
#define GREY75		4

typedef struct particle_s {
    struct particle_s *next;

    float time;
    float endtime;

    vec3_t org;
    vec3_t vel;
    vec3_t accel;
    int color;
    float colorvel;
    float alpha;
    float alphavel;
    int type;
    qhandle_t pshader;

    float height;
    float width;

    float endheight;
    float endwidth;

    float start;
    float end;

    float startfade;
    qboolean rotate;
    int snum;

    qboolean link;

    // Ridah
    int shaderAnim;
    int roll;

    int accumroll;

} cparticle_t;

typedef enum {
    P_NONE,
    P_WEATHER,
    P_FLAT,
    P_SMOKE,
    P_ROTATE,
    P_WEATHER_TURBULENT,
    P_ANIM, // Ridah
    P_BAT,
    P_BLEED,
    P_FLAT_SCALEUP,
    P_FLAT_SCALEUP_FADE,
    P_WEATHER_FLURRY,
    P_SMOKE_IMPACT,
    P_BUBBLE,
    P_BUBBLE_TURBULENT,
    P_SPRITE
} particle_type_t;

#define	MAX_SHADER_ANIMS	32
#define	MAX_SHADER_ANIM_FRAMES	64

static char *shaderAnimNames[MAX_SHADER_ANIMS] = {
    "explode1",
    NULL
};
static qhandle_t shaderAnims[MAX_SHADER_ANIMS][MAX_SHADER_ANIM_FRAMES];
static int shaderAnimCounts[MAX_SHADER_ANIMS] = {
    23
};
static float shaderAnimSTRatio[MAX_SHADER_ANIMS] = {
    1.0f
};
static int numShaderAnims;
// done.

#define		PARTICLE_GRAVITY    40
#define		MAX_PARTICLES       1024

cparticle_t *active_particles, *free_particles;
cparticle_t particles[MAX_PARTICLES];
int cl_numparticles = MAX_PARTICLES;

qboolean initparticles = qfalse;
vec3_t pvforward, pvright, pvup;
vec3_t rforward, rright, rup;

float oldtime;

/*
===============
CL_ClearParticles
===============
 */
void CG_ClearParticles(void) {
    int i;

    memset(particles, 0, sizeof (particles));

    free_particles = &particles[0];
    active_particles = NULL;

    for (i = 0; i < cl_numparticles; i++) {
        particles[i].next = &particles[i + 1];
        particles[i].type = 0;
    }
    particles[cl_numparticles - 1].next = NULL;

    oldtime = cg.time;

    // Ridah, init the shaderAnims
    for (i = 0; shaderAnimNames[i]; i++) {
        int j;

        for (j = 0; j < shaderAnimCounts[i]; j++) {
            shaderAnims[i][j] = trap_R_RegisterShader(va("%s%i", shaderAnimNames[i], j + 1));
        }
    }
    numShaderAnims = i;
    // done.

    initparticles = qtrue;
}

/*
=====================
CG_AddParticleToScene
=====================
 */
void CG_AddParticleToScene(cparticle_t *p, vec3_t org, float alpha) {

    vec3_t point;
    polyVert_t verts[4];
    float width;
    float height;
    float time, time2;
    float ratio;
    float invratio;
    vec3_t color;
    polyVert_t TRIverts[3];
    vec3_t rright2, rup2;

    if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY
            || p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {// create a front facing polygon

        if (p->type != P_WEATHER_FLURRY) {
            if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
                if (org[2] > p->end) {
                    p->time = cg.time;
                    VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground

                    p->org[2] = (p->start + crandom() * 4);


                    if (p->type == P_BUBBLE_TURBULENT) {
                        p->vel[0] = crandom() * 4;
                        p->vel[1] = crandom() * 4;
                    }

                }
            } else {
                if (org[2] < p->end) {
                    p->time = cg.time;
                    VectorCopy(org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground

                    while (p->org[2] < p->end) {
                        p->org[2] += (p->start - p->end);
                    }


                    if (p->type == P_WEATHER_TURBULENT) {
                        p->vel[0] = crandom() * 16;
                        p->vel[1] = crandom() * 16;
                    }

                }
            }


            // Rafael snow pvs check
            if (!p->link)
                return;

            p->alpha = 1;
        }

        // Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp
        if (Distance(cg.snap->ps.origin, org) > 1024) {
            return;
        }
        // done.

        if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT) {
            VectorMA(org, -p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
            VectorCopy(point, verts[0].xyz);
            verts[0].st[0] = 0;
            verts[0].st[1] = 0;
            verts[0].modulate[0] = 255;
            verts[0].modulate[1] = 255;
            verts[0].modulate[2] = 255;
            verts[0].modulate[3] = 255 * p->alpha;

            VectorMA(org, -p->height, pvup, point);
            VectorMA(point, p->width, pvright, point);
            VectorCopy(point, verts[1].xyz);
            verts[1].st[0] = 0;
            verts[1].st[1] = 1;
            verts[1].modulate[0] = 255;
            verts[1].modulate[1] = 255;
            verts[1].modulate[2] = 255;
            verts[1].modulate[3] = 255 * p->alpha;

            VectorMA(org, p->height, pvup, point);
            VectorMA(point, p->width, pvright, point);
            VectorCopy(point, verts[2].xyz);
            verts[2].st[0] = 1;
            verts[2].st[1] = 1;
            verts[2].modulate[0] = 255;
            verts[2].modulate[1] = 255;
            verts[2].modulate[2] = 255;
            verts[2].modulate[3] = 255 * p->alpha;

            VectorMA(org, p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
            VectorCopy(point, verts[3].xyz);
            verts[3].st[0] = 1;
            verts[3].st[1] = 0;
            verts[3].modulate[0] = 255;
            verts[3].modulate[1] = 255;
            verts[3].modulate[2] = 255;
            verts[3].modulate[3] = 255 * p->alpha;
        } else {
            VectorMA(org, -p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
            VectorCopy(point, TRIverts[0].xyz);
            TRIverts[0].st[0] = 1;
            TRIverts[0].st[1] = 0;
            TRIverts[0].modulate[0] = 255;
            TRIverts[0].modulate[1] = 255;
            TRIverts[0].modulate[2] = 255;
            TRIverts[0].modulate[3] = 255 * p->alpha;

            VectorMA(org, p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
            VectorCopy(point, TRIverts[1].xyz);
            TRIverts[1].st[0] = 0;
            TRIverts[1].st[1] = 0;
            TRIverts[1].modulate[0] = 255;
            TRIverts[1].modulate[1] = 255;
            TRIverts[1].modulate[2] = 255;
            TRIverts[1].modulate[3] = 255 * p->alpha;

            VectorMA(org, p->height, pvup, point);
            VectorMA(point, p->width, pvright, point);
            VectorCopy(point, TRIverts[2].xyz);
            TRIverts[2].st[0] = 0;
            TRIverts[2].st[1] = 1;
            TRIverts[2].modulate[0] = 255;
            TRIverts[2].modulate[1] = 255;
            TRIverts[2].modulate[2] = 255;
            TRIverts[2].modulate[3] = 255 * p->alpha;
        }

    } else if (p->type == P_SPRITE) {
        vec3_t rr, ru;
        vec3_t rotate_ang;

        VectorSet(color, 1.0, 1.0, 0.5);
        time = cg.time - p->time;
        time2 = p->endtime - p->time;
        ratio = time / time2;

        width = p->width + (ratio * (p->endwidth - p->width));
        height = p->height + (ratio * (p->endheight - p->height));

        if (p->roll) {
            vectoangles(cg.refdef.viewaxis[0], rotate_ang);
            rotate_ang[ROLL] += p->roll;
            AngleVectors(rotate_ang, NULL, rr, ru);
        }

        if (p->roll) {
            VectorMA(org, -height, ru, point);
            VectorMA(point, -width, rr, point);
        } else {
            VectorMA(org, -height, pvup, point);
            VectorMA(point, -width, pvright, point);
        }
        VectorCopy(point, verts[0].xyz);
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 255;
        verts[0].modulate[1] = 255;
        verts[0].modulate[2] = 255;
        verts[0].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, 2 * height, ru, point);
        } else {
            VectorMA(point, 2 * height, pvup, point);
        }
        VectorCopy(point, verts[1].xyz);
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 255;
        verts[1].modulate[1] = 255;
        verts[1].modulate[2] = 255;
        verts[1].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, 2 * width, rr, point);
        } else {
            VectorMA(point, 2 * width, pvright, point);
        }
        VectorCopy(point, verts[2].xyz);
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 255;
        verts[2].modulate[1] = 255;
        verts[2].modulate[2] = 255;
        verts[2].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, -2 * height, ru, point);
        } else {
            VectorMA(point, -2 * height, pvup, point);
        }
        VectorCopy(point, verts[3].xyz);
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 255;
        verts[3].modulate[1] = 255;
        verts[3].modulate[2] = 255;
        verts[3].modulate[3] = 255;
    } else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT) {// create a front rotating facing polygon

        if (p->type == P_SMOKE_IMPACT && Distance(cg.snap->ps.origin, org) > 1024) {
            return;
        }

        if (p->color == BLOODRED)
            VectorSet(color, 0.22f, 0.0f, 0.0f);
        else if (p->color == GREY75) {
            float len;
            float greyit;
            float val;
            len = Distance(cg.snap->ps.origin, org);
            if (!len)
                len = 1;

            val = 4096 / len;
            greyit = 0.25 * val;
            if (greyit > 0.5)
                greyit = 0.5;

            VectorSet(color, greyit, greyit, greyit);
        } else
            VectorSet(color, 1.0, 1.0, 1.0);

        time = cg.time - p->time;
        time2 = p->endtime - p->time;
        ratio = time / time2;

        if (cg.time > p->startfade) {
            invratio = 1 - ((cg.time - p->startfade) / (p->endtime - p->startfade));

            if (p->color == EMISIVEFADE) {
                float fval;
                fval = (invratio * invratio);
                if (fval < 0)
                    fval = 0;
                VectorSet(color, fval, fval, fval);
            }
            invratio *= p->alpha;
        } else
            invratio = 1 * p->alpha;

        if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
            invratio = 1;

        if (invratio > 1)
            invratio = 1;

        width = p->width + (ratio * (p->endwidth - p->width));
        height = p->height + (ratio * (p->endheight - p->height));

        if (p->type != P_SMOKE_IMPACT) {
            vec3_t temp;

            vectoangles(rforward, temp);
            p->accumroll += p->roll;
            temp[ROLL] += p->accumroll * 0.1;
            AngleVectors(temp, NULL, rright2, rup2);
        } else {
            VectorCopy(rright, rright2);
            VectorCopy(rup, rup2);
        }

        if (p->rotate) {
            VectorMA(org, -height, rup2, point);
            VectorMA(point, -width, rright2, point);
        } else {
            VectorMA(org, -p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
        }
        VectorCopy(point, verts[0].xyz);
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 255 * color[0];
        verts[0].modulate[1] = 255 * color[1];
        verts[0].modulate[2] = 255 * color[2];
        verts[0].modulate[3] = 255 * invratio;

        if (p->rotate) {
            VectorMA(org, -height, rup2, point);
            VectorMA(point, width, rright2, point);
        } else {
            VectorMA(org, -p->height, pvup, point);
            VectorMA(point, p->width, pvright, point);
        }
        VectorCopy(point, verts[1].xyz);
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 255 * color[0];
        verts[1].modulate[1] = 255 * color[1];
        verts[1].modulate[2] = 255 * color[2];
        verts[1].modulate[3] = 255 * invratio;

        if (p->rotate) {
            VectorMA(org, height, rup2, point);
            VectorMA(point, width, rright2, point);
        } else {
            VectorMA(org, p->height, pvup, point);
            VectorMA(point, p->width, pvright, point);
        }
        VectorCopy(point, verts[2].xyz);
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 255 * color[0];
        verts[2].modulate[1] = 255 * color[1];
        verts[2].modulate[2] = 255 * color[2];
        verts[2].modulate[3] = 255 * invratio;

        if (p->rotate) {
            VectorMA(org, height, rup2, point);
            VectorMA(point, -width, rright2, point);
        } else {
            VectorMA(org, p->height, pvup, point);
            VectorMA(point, -p->width, pvright, point);
        }
        VectorCopy(point, verts[3].xyz);
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 255 * color[0];
        verts[3].modulate[1] = 255 * color[1];
        verts[3].modulate[2] = 255 * color[2];
        verts[3].modulate[3] = 255 * invratio;

    } else if (p->type == P_BLEED) {
        vec3_t rr, ru;
        vec3_t rotate_ang;
        float alpha;

        alpha = p->alpha;

        if (cgs.glconfig.hardwareType == GLHW_RAGEPRO)
            alpha = 1;

        if (p->roll) {
            vectoangles(cg.refdef.viewaxis[0], rotate_ang);
            rotate_ang[ROLL] += p->roll;
            AngleVectors(rotate_ang, NULL, rr, ru);
        } else {
            VectorCopy(pvup, ru);
            VectorCopy(pvright, rr);
        }

        VectorMA(org, -p->height, ru, point);
        VectorMA(point, -p->width, rr, point);
        VectorCopy(point, verts[0].xyz);
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 111;
        verts[0].modulate[1] = 19;
        verts[0].modulate[2] = 9;
        verts[0].modulate[3] = 255 * alpha;

        VectorMA(org, -p->height, ru, point);
        VectorMA(point, p->width, rr, point);
        VectorCopy(point, verts[1].xyz);
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 111;
        verts[1].modulate[1] = 19;
        verts[1].modulate[2] = 9;
        verts[1].modulate[3] = 255 * alpha;

        VectorMA(org, p->height, ru, point);
        VectorMA(point, p->width, rr, point);
        VectorCopy(point, verts[2].xyz);
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 111;
        verts[2].modulate[1] = 19;
        verts[2].modulate[2] = 9;
        verts[2].modulate[3] = 255 * alpha;

        VectorMA(org, p->height, ru, point);
        VectorMA(point, -p->width, rr, point);
        VectorCopy(point, verts[3].xyz);
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 111;
        verts[3].modulate[1] = 19;
        verts[3].modulate[2] = 9;
        verts[3].modulate[3] = 255 * alpha;

    } else if (p->type == P_FLAT_SCALEUP) {
        float width, height;
        float sinR, cosR;

        if (p->color == BLOODRED)
            VectorSet(color, 1, 1, 1);
        else
            VectorSet(color, 0.5, 0.5, 0.5);

        time = cg.time - p->time;
        time2 = p->endtime - p->time;
        ratio = time / time2;

        width = p->width + (ratio * (p->endwidth - p->width));
        height = p->height + (ratio * (p->endheight - p->height));

        if (width > p->endwidth)
            width = p->endwidth;

        if (height > p->endheight)
            height = p->endheight;

        sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2);
        cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2);

        VectorCopy(org, verts[0].xyz);
        verts[0].xyz[0] -= sinR;
        verts[0].xyz[1] -= cosR;
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 255 * color[0];
        verts[0].modulate[1] = 255 * color[1];
        verts[0].modulate[2] = 255 * color[2];
        verts[0].modulate[3] = 255;

        VectorCopy(org, verts[1].xyz);
        verts[1].xyz[0] -= cosR;
        verts[1].xyz[1] += sinR;
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 255 * color[0];
        verts[1].modulate[1] = 255 * color[1];
        verts[1].modulate[2] = 255 * color[2];
        verts[1].modulate[3] = 255;

        VectorCopy(org, verts[2].xyz);
        verts[2].xyz[0] += sinR;
        verts[2].xyz[1] += cosR;
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 255 * color[0];
        verts[2].modulate[1] = 255 * color[1];
        verts[2].modulate[2] = 255 * color[2];
        verts[2].modulate[3] = 255;

        VectorCopy(org, verts[3].xyz);
        verts[3].xyz[0] += cosR;
        verts[3].xyz[1] -= sinR;
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 255 * color[0];
        verts[3].modulate[1] = 255 * color[1];
        verts[3].modulate[2] = 255 * color[2];
        verts[3].modulate[3] = 255;
    } else if (p->type == P_FLAT) {

        VectorCopy(org, verts[0].xyz);
        verts[0].xyz[0] -= p->height;
        verts[0].xyz[1] -= p->width;
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 255;
        verts[0].modulate[1] = 255;
        verts[0].modulate[2] = 255;
        verts[0].modulate[3] = 255;

        VectorCopy(org, verts[1].xyz);
        verts[1].xyz[0] -= p->height;
        verts[1].xyz[1] += p->width;
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 255;
        verts[1].modulate[1] = 255;
        verts[1].modulate[2] = 255;
        verts[1].modulate[3] = 255;

        VectorCopy(org, verts[2].xyz);
        verts[2].xyz[0] += p->height;
        verts[2].xyz[1] += p->width;
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 255;
        verts[2].modulate[1] = 255;
        verts[2].modulate[2] = 255;
        verts[2].modulate[3] = 255;

        VectorCopy(org, verts[3].xyz);
        verts[3].xyz[0] += p->height;
        verts[3].xyz[1] -= p->width;
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 255;
        verts[3].modulate[1] = 255;
        verts[3].modulate[2] = 255;
        verts[3].modulate[3] = 255;

    }// Ridah
    else if (p->type == P_ANIM) {
        vec3_t rr, ru;
        vec3_t rotate_ang;
        int i, j;

        time = cg.time - p->time;
        time2 = p->endtime - p->time;
        ratio = time / time2;
        if (ratio >= 1.0f) {
            ratio = 0.9999f;
        }

        width = p->width + (ratio * (p->endwidth - p->width));
        height = p->height + (ratio * (p->endheight - p->height));

        // if we are "inside" this sprite, don't draw
        if (Distance(cg.snap->ps.origin, org) < width / 1.5) {
            return;
        }

        i = p->shaderAnim;
        j = (int) floor(ratio * shaderAnimCounts[p->shaderAnim]);
        p->pshader = shaderAnims[i][j];

        if (p->roll) {
            vectoangles(cg.refdef.viewaxis[0], rotate_ang);
            rotate_ang[ROLL] += p->roll;
            AngleVectors(rotate_ang, NULL, rr, ru);
        }

        if (p->roll) {
            VectorMA(org, -height, ru, point);
            VectorMA(point, -width, rr, point);
        } else {
            VectorMA(org, -height, pvup, point);
            VectorMA(point, -width, pvright, point);
        }
        VectorCopy(point, verts[0].xyz);
        verts[0].st[0] = 0;
        verts[0].st[1] = 0;
        verts[0].modulate[0] = 255;
        verts[0].modulate[1] = 255;
        verts[0].modulate[2] = 255;
        verts[0].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, 2 * height, ru, point);
        } else {
            VectorMA(point, 2 * height, pvup, point);
        }
        VectorCopy(point, verts[1].xyz);
        verts[1].st[0] = 0;
        verts[1].st[1] = 1;
        verts[1].modulate[0] = 255;
        verts[1].modulate[1] = 255;
        verts[1].modulate[2] = 255;
        verts[1].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, 2 * width, rr, point);
        } else {
            VectorMA(point, 2 * width, pvright, point);
        }
        VectorCopy(point, verts[2].xyz);
        verts[2].st[0] = 1;
        verts[2].st[1] = 1;
        verts[2].modulate[0] = 255;
        verts[2].modulate[1] = 255;
        verts[2].modulate[2] = 255;
        verts[2].modulate[3] = 255;

        if (p->roll) {
            VectorMA(point, -2 * height, ru, point);
        } else {
            VectorMA(point, -2 * height, pvup, point);
        }
        VectorCopy(point, verts[3].xyz);
        verts[3].st[0] = 1;
        verts[3].st[1] = 0;
        verts[3].modulate[0] = 255;
        verts[3].modulate[1] = 255;
        verts[3].modulate[2] = 255;
        verts[3].modulate[3] = 255;
    }
    // done.

    if (!p->pshader) {
        // (SA) temp commented out for DM
        //		CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type);
        return;
    }

    if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY)
        trap_R_AddPolyToScene(p->pshader, 3, TRIverts);
    else
        trap_R_AddPolyToScene(p->pshader, 4, verts);

}

// Ridah, made this static so it doesn't interfere with other files
static float roll = 0.0;

/*
===============
CG_AddParticles
===============
 */
void CG_AddParticles(void) {
    cparticle_t *p, *next;
    float alpha;
    float time, time2;
    vec3_t org;
    int color;
    cparticle_t *active, *tail;
    int type;
    vec3_t rotate_ang;

    if (!initparticles)
        CG_ClearParticles();

    VectorCopy(cg.refdef.viewaxis[0], pvforward);
    VectorCopy(cg.refdef.viewaxis[1], pvright);
    VectorCopy(cg.refdef.viewaxis[2], pvup);

    vectoangles(cg.refdef.viewaxis[0], rotate_ang);
    roll += ((cg.time - oldtime) * 0.1);
    rotate_ang[ROLL] += (roll * 0.9);
    AngleVectors(rotate_ang, rforward, rright, rup);

    oldtime = cg.time;

    active = NULL;
    tail = NULL;

    for (p = active_particles; p; p = next) {

        next = p->next;

        time = (cg.time - p->time)*0.001;

        alpha = p->alpha + time * p->alphavel;
        if (alpha <= 0) { // faded out
            p->next = free_particles;
            free_particles = p;
            p->type = 0;
            p->color = 0;
            p->alpha = 0;
            continue;
        }

        if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT) {
            if (cg.time > p->endtime) {
                p->next = free_particles;
                free_particles = p;
                p->type = 0;
                p->color = 0;
                p->alpha = 0;

                continue;
            }

        }

        if (p->type == P_WEATHER_FLURRY) {
            if (cg.time > p->endtime) {
                p->next = free_particles;
                free_particles = p;
                p->type = 0;
                p->color = 0;
                p->alpha = 0;

                continue;
            }
        }


        if (p->type == P_FLAT_SCALEUP_FADE) {
            if (cg.time > p->endtime) {
                p->next = free_particles;
                free_particles = p;
                p->type = 0;
                p->color = 0;
                p->alpha = 0;
                continue;
            }

        }

        if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) {
            // temporary sprite
            CG_AddParticleToScene(p, p->org, alpha);
            p->next = free_particles;
            free_particles = p;
            p->type = 0;
            p->color = 0;
            p->alpha = 0;
            continue;
        }

        p->next = NULL;
        if (!tail)
            active = tail = p;
        else {
            tail->next = p;
            tail = p;
        }

        if (alpha > 1.0)
            alpha = 1;

        color = p->color;

        time2 = time*time;

        org[0] = p->org[0] + p->vel[0] * time + p->accel[0] * time2;
        org[1] = p->org[1] + p->vel[1] * time + p->accel[1] * time2;
        org[2] = p->org[2] + p->vel[2] * time + p->accel[2] * time2;

        type = p->type;

        CG_AddParticleToScene(p, org, alpha);
    }

    active_particles = active;
}

/*
======================
CG_AddParticles
======================
 */
void CG_ParticleSnowFlurry(qhandle_t pshader, centity_t *cent) {
    cparticle_t *p;
    qboolean turb = qtrue;

    if (!pshader)
        CG_Printf("CG_ParticleSnowFlurry pshader == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->color = 0;
    p->alpha = 0.90f;
    p->alphavel = 0;

    p->start = cent->currentState.origin2[0];
    p->end = cent->currentState.origin2[1];

    p->endtime = cg.time + cent->currentState.time;
    p->startfade = cg.time + cent->currentState.time2;

    p->pshader = pshader;

    if (rand() % 100 > 90) {
        p->height = 32;
        p->width = 32;
        p->alpha = 0.10f;
    } else {
        p->height = 1;
        p->width = 1;
    }

    p->vel[2] = -20;

    p->type = P_WEATHER_FLURRY;

    if (turb)
        p->vel[2] = -10;

    VectorCopy(cent->currentState.origin, p->org);

    p->org[0] = p->org[0];
    p->org[1] = p->org[1];
    p->org[2] = p->org[2];

    p->vel[0] = p->vel[1] = 0;

    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16);
    p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16);
    p->vel[2] += cent->currentState.angles[2];

    if (turb) {
        p->accel[0] = crandom() * 16;
        p->accel[1] = crandom() * 16;
    }

}

void CG_ParticleSnow(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) {
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_ParticleSnow pshader == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->color = 0;
    p->alpha = 0.40f;
    p->alphavel = 0;
    p->start = origin[2];
    p->end = origin2[2];
    p->pshader = pshader;
    p->height = 1;
    p->width = 1;

    p->vel[2] = -50;

    if (turb) {
        p->type = P_WEATHER_TURBULENT;
        p->vel[2] = -50 * 1.3;
    } else {
        p->type = P_WEATHER;
    }

    VectorCopy(origin, p->org);

    p->org[0] = p->org[0] + (crandom() * range);
    p->org[1] = p->org[1] + (crandom() * range);
    p->org[2] = p->org[2] + (crandom() * (p->start - p->end));

    p->vel[0] = p->vel[1] = 0;

    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    if (turb) {
        p->vel[0] = crandom() * 16;
        p->vel[1] = crandom() * 16;
    }

    // Rafael snow pvs check
    p->snum = snum;
    p->link = qtrue;

}

void CG_ParticleBubble(qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum) {
    cparticle_t *p;
    float randsize;

    if (!pshader)
        CG_Printf("CG_ParticleSnow pshader == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->color = 0;
    p->alpha = 0.40f;
    p->alphavel = 0;
    p->start = origin[2];
    p->end = origin2[2];
    p->pshader = pshader;

    randsize = 1 + (crandom() * 0.5);

    p->height = randsize;
    p->width = randsize;

    p->vel[2] = 50 + (crandom() * 10);

    if (turb) {
        p->type = P_BUBBLE_TURBULENT;
        p->vel[2] = 50 * 1.3;
    } else {
        p->type = P_BUBBLE;
    }

    VectorCopy(origin, p->org);

    p->org[0] = p->org[0] + (crandom() * range);
    p->org[1] = p->org[1] + (crandom() * range);
    p->org[2] = p->org[2] + (crandom() * (p->start - p->end));

    p->vel[0] = p->vel[1] = 0;

    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    if (turb) {
        p->vel[0] = crandom() * 4;
        p->vel[1] = crandom() * 4;
    }

    // Rafael snow pvs check
    p->snum = snum;
    p->link = qtrue;

}

void CG_ParticleSmoke(qhandle_t pshader, centity_t *cent) {

    // using cent->density = enttime
    //		 cent->frame = startfade
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_ParticleSmoke == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;

    p->endtime = cg.time + cent->currentState.time;
    p->startfade = cg.time + cent->currentState.time2;

    p->color = 0;
    p->alpha = 1.0;
    p->alphavel = 0;
    p->start = cent->currentState.origin[2];
    p->end = cent->currentState.origin2[2];
    p->pshader = pshader;
    p->rotate = qfalse;
    p->height = 8;
    p->width = 8;
    p->endheight = 32;
    p->endwidth = 32;
    p->type = P_SMOKE;

    VectorCopy(cent->currentState.origin, p->org);

    p->vel[0] = p->vel[1] = 0;
    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    p->vel[2] = 5;

    if (cent->currentState.frame == 1)// reverse gravity
        p->vel[2] *= -1;

    p->roll = 8 + (crandom() * 4);
}

void CG_ParticleBulletDebris(vec3_t org, vec3_t vel, int duration) {

    cparticle_t *p;

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;

    p->endtime = cg.time + duration;
    p->startfade = cg.time + duration / 2;

    p->color = EMISIVEFADE;
    p->alpha = 1.0;
    p->alphavel = 0;

    p->height = 0.5;
    p->width = 0.5;
    p->endheight = 0.5;
    p->endwidth = 0.5;

    p->pshader = cgs.media.tracerShader;

    p->type = P_SMOKE;

    VectorCopy(org, p->org);

    p->vel[0] = vel[0];
    p->vel[1] = vel[1];
    p->vel[2] = vel[2];
    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    p->accel[2] = -60;
    p->vel[2] += -20;

}

/*
======================
CG_ParticleExplosion
======================
 */

void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd) {
    cparticle_t *p;
    int anim;

    if (animStr < (char *) 10)
        CG_Error("CG_ParticleExplosion: animStr is probably an index rather than a string");

    // find the animation string
    for (anim = 0; shaderAnimNames[anim]; anim++) {
        if (!Q_stricmp(animStr, shaderAnimNames[anim]))
            break;
    }
    if (!shaderAnimNames[anim]) {
        CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", animStr);
        return;
    }

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->alpha = 0.5;
    p->alphavel = 0;

    if (duration < 0) {
        duration *= -1;
        p->roll = 0;
    } else {
        p->roll = crandom()*179;
    }

    p->shaderAnim = anim;

    p->width = sizeStart;
    p->height = sizeStart * shaderAnimSTRatio[anim]; // for sprites that are stretch in either direction

    p->endheight = sizeEnd;
    p->endwidth = sizeEnd * shaderAnimSTRatio[anim];

    p->endtime = cg.time + duration;

    p->type = P_ANIM;

    VectorCopy(origin, p->org);
    VectorCopy(vel, p->vel);
    VectorClear(p->accel);

}

// Rafael Shrapnel

void CG_AddParticleShrapnel(localEntity_t *le) {
    return;
}
// done.

int CG_NewParticleArea(int num) {
    // const char *str;
    char *str;
    char *token;
    int type;
    vec3_t origin, origin2;
    int i;
    float range = 0;
    int turb;
    int numparticles;
    int snum;

    str = (char *) CG_ConfigString(num);
    if (!str[0])
        return (0);

    // returns type 128 64 or 32
    token = COM_Parse(&str);
    type = atoi(token);

    if (type == 1)
        range = 128;
    else if (type == 2)
        range = 64;
    else if (type == 3)
        range = 32;
    else if (type == 0)
        range = 256;
    else if (type == 4)
        range = 8;
    else if (type == 5)
        range = 16;
    else if (type == 6)
        range = 32;
    else if (type == 7)
        range = 64;


    for (i = 0; i < 3; i++) {
        token = COM_Parse(&str);
        origin[i] = atof(token);
    }

    for (i = 0; i < 3; i++) {
        token = COM_Parse(&str);
        origin2[i] = atof(token);
    }

    token = COM_Parse(&str);
    numparticles = atoi(token);

    token = COM_Parse(&str);
    turb = atoi(token);

    token = COM_Parse(&str);
    snum = atoi(token);

    for (i = 0; i < numparticles; i++) {
        if (type >= 4)
            CG_ParticleBubble(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
        else
            CG_ParticleSnow(cgs.media.waterBubbleShader, origin, origin2, turb, range, snum);
    }

    return (1);
}

void CG_SnowLink(centity_t *cent, qboolean particleOn) {
    cparticle_t *p, *next;
    int id;

    id = cent->currentState.frame;

    for (p = active_particles; p; p = next) {
        next = p->next;

        if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT) {
            if (p->snum == id) {
                if (particleOn)
                    p->link = qtrue;
                else
                    p->link = qfalse;
            }
        }

    }
}

void CG_ParticleImpactSmokePuff(qhandle_t pshader, vec3_t origin) {
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->alpha = 0.25;
    p->alphavel = 0;
    p->roll = crandom()*179;

    p->pshader = pshader;

    p->endtime = cg.time + 1000;
    p->startfade = cg.time + 100;

    p->width = rand() % 4 + 8;
    p->height = rand() % 4 + 8;

    p->endheight = p->height * 2;
    p->endwidth = p->width * 2;

    p->endtime = cg.time + 500;

    p->type = P_SMOKE_IMPACT;

    VectorCopy(origin, p->org);
    VectorSet(p->vel, 0, 0, 20);
    VectorSet(p->accel, 0, 0, 20);

    p->rotate = qtrue;
}

void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration) {
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_Particle_Bleed pshader == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->alpha = 1.0;
    p->alphavel = 0;
    p->roll = 0;

    p->pshader = pshader;

    p->endtime = cg.time + duration;

    if (fleshEntityNum)
        p->startfade = cg.time;
    else
        p->startfade = cg.time + 100;

    p->width = 4;
    p->height = 4;

    p->endheight = 4 + rand() % 3;
    p->endwidth = p->endheight;

    p->type = P_SMOKE;

    VectorCopy(start, p->org);
    p->vel[0] = 0;
    p->vel[1] = 0;
    p->vel[2] = -20;
    VectorClear(p->accel);

    p->rotate = qfalse;

    p->roll = rand() % 179;

    p->color = BLOODRED;
    p->alpha = 0.75;

}

void CG_Particle_OilParticle(qhandle_t pshader, centity_t *cent) {
    cparticle_t *p;

    int time;
    int time2;
    float ratio;

    float duration = 1500;

    time = cg.time;
    time2 = cg.time + cent->currentState.time;

    ratio = (float) 1 - ((float) time / (float) time2);

    if (!pshader)
        CG_Printf("CG_Particle_OilParticle == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->alpha = 1.0;
    p->alphavel = 0;
    p->roll = 0;

    p->pshader = pshader;

    p->endtime = cg.time + duration;

    p->startfade = p->endtime;

    p->width = 1;
    p->height = 3;

    p->endheight = 3;
    p->endwidth = 1;

    p->type = P_SMOKE;

    VectorCopy(cent->currentState.origin, p->org);

    p->vel[0] = (cent->currentState.origin2[0] * (16 * ratio));
    p->vel[1] = (cent->currentState.origin2[1] * (16 * ratio));
    p->vel[2] = (cent->currentState.origin2[2]);

    p->snum = 1.0f;

    VectorClear(p->accel);

    p->accel[2] = -20;

    p->rotate = qfalse;

    p->roll = rand() % 179;

    p->alpha = 0.75;

}

void CG_Particle_OilSlick(qhandle_t pshader, centity_t *cent) {
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_Particle_OilSlick == ZERO!\n");

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;

    if (cent->currentState.angles2[2])
        p->endtime = cg.time + cent->currentState.angles2[2];
    else
        p->endtime = cg.time + 60000;

    p->startfade = p->endtime;

    p->alpha = 1.0;
    p->alphavel = 0;
    p->roll = 0;

    p->pshader = pshader;

    if (cent->currentState.angles2[0] || cent->currentState.angles2[1]) {
        p->width = cent->currentState.angles2[0];
        p->height = cent->currentState.angles2[0];

        p->endheight = cent->currentState.angles2[1];
        p->endwidth = cent->currentState.angles2[1];
    } else {
        p->width = 8;
        p->height = 8;

        p->endheight = 16;
        p->endwidth = 16;
    }

    p->type = P_FLAT_SCALEUP;

    p->snum = 1.0;

    VectorCopy(cent->currentState.origin, p->org);

    p->org[2] += 0.55 + (crandom() * 0.5);

    p->vel[0] = 0;
    p->vel[1] = 0;
    p->vel[2] = 0;
    VectorClear(p->accel);

    p->rotate = qfalse;

    p->roll = rand() % 179;

    p->alpha = 0.75;

}

void CG_OilSlickRemove(centity_t *cent) {
    cparticle_t *p, *next;
    int id;

    id = 1.0f;

    if (!id)
        CG_Printf("CG_OilSlickRevove NULL id\n");

    for (p = active_particles; p; p = next) {
        next = p->next;

        if (p->type == P_FLAT_SCALEUP) {
            if (p->snum == id) {
                p->endtime = cg.time + 100;
                p->startfade = p->endtime;
                p->type = P_FLAT_SCALEUP_FADE;

            }
        }

    }
}

qboolean ValidBloodPool(vec3_t start) {
#define EXTRUDE_DIST	0.5

    vec3_t angles;
    vec3_t right, up;
    vec3_t this_pos, x_pos, center_pos, end_pos;
    float x, y;
    float fwidth, fheight;
    trace_t trace;
    vec3_t normal;

    fwidth = 16;
    fheight = 16;

    VectorSet(normal, 0, 0, 1);

    vectoangles(normal, angles);
    AngleVectors(angles, NULL, right, up);

    VectorMA(start, EXTRUDE_DIST, normal, center_pos);

    for (x = -fwidth / 2; x < fwidth; x += fwidth) {
        VectorMA(center_pos, x, right, x_pos);

        for (y = -fheight / 2; y < fheight; y += fheight) {
            VectorMA(x_pos, y, up, this_pos);
            VectorMA(this_pos, -EXTRUDE_DIST * 2, normal, end_pos);

            CG_Trace(&trace, this_pos, NULL, NULL, end_pos, -1, CONTENTS_SOLID);


            if (trace.entityNum < (MAX_ENTITIES - 1)) // may only land on world
                return qfalse;

            if (!(!trace.startsolid && trace.fraction < 1))
                return qfalse;

        }
    }

    return qtrue;
}

void CG_BloodPool(localEntity_t *le, qhandle_t pshader, trace_t *tr) {
    cparticle_t *p;
    qboolean legit;
    vec3_t start;
    float rndSize;

    if (!pshader)
        CG_Printf("CG_BloodPool pshader == ZERO!\n");

    if (!free_particles)
        return;

    VectorCopy(tr->endpos, start);
    legit = ValidBloodPool(start);

    if (!legit)
        return;

    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;

    p->endtime = cg.time + 3000;
    p->startfade = p->endtime;

    p->alpha = 1.0;
    p->alphavel = 0;
    p->roll = 0;

    p->pshader = pshader;

    rndSize = 0.4 + random()*0.6;

    p->width = 8 * rndSize;
    p->height = 8 * rndSize;

    p->endheight = 16 * rndSize;
    p->endwidth = 16 * rndSize;

    p->type = P_FLAT_SCALEUP;

    VectorCopy(start, p->org);

    p->vel[0] = 0;
    p->vel[1] = 0;
    p->vel[2] = 0;
    VectorClear(p->accel);

    p->rotate = qfalse;

    p->roll = rand() % 179;

    p->alpha = 0.75;

    p->color = BLOODRED;
}

#define NORMALSIZE	16
#define LARGESIZE	32

void CG_ParticleBloodCloud(centity_t *cent, vec3_t origin, vec3_t dir) {
    float length;
    float dist;
    float crittersize;
    vec3_t angles, forward;
    vec3_t point;
    cparticle_t *p;
    int i;

    dist = 0;

    length = VectorLength(dir);
    vectoangles(dir, angles);
    AngleVectors(angles, forward, NULL, NULL);

    crittersize = LARGESIZE;

    if (length)
        dist = length / crittersize;

    if (dist < 1)
        dist = 1;

    VectorCopy(origin, point);

    for (i = 0; i < dist; i++) {
        VectorMA(point, crittersize, forward, point);

        if (!free_particles)
            return;

        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->time = cg.time;
        p->alpha = 1.0;
        p->alphavel = 0;
        p->roll = 0;

        p->pshader = cgs.media.smokePuffShader;

        p->endtime = cg.time + 350 + (crandom() * 100);

        p->startfade = cg.time;

        p->width = LARGESIZE;
        p->height = LARGESIZE;
        p->endheight = LARGESIZE;
        p->endwidth = LARGESIZE;

        p->type = P_SMOKE;

        VectorCopy(origin, p->org);

        p->vel[0] = 0;
        p->vel[1] = 0;
        p->vel[2] = -1;

        VectorClear(p->accel);

        p->rotate = qfalse;

        p->roll = rand() % 179;

        p->color = BLOODRED;

        p->alpha = 0.75;

    }


}

void CG_ParticleSparks(vec3_t org, vec3_t vel, int duration, float x, float y, float speed) {
    cparticle_t *p;

    if (!free_particles)
        return;
    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;

    p->endtime = cg.time + duration;
    p->startfade = cg.time + duration / 2;

    p->color = EMISIVEFADE;
    p->alpha = 0.4f;
    p->alphavel = 0;

    p->height = 0.5;
    p->width = 0.5;
    p->endheight = 0.5;
    p->endwidth = 0.5;

    p->pshader = cgs.media.tracerShader;

    p->type = P_SMOKE;

    VectorCopy(org, p->org);

    p->org[0] += (crandom() * x);
    p->org[1] += (crandom() * y);

    p->vel[0] = vel[0];
    p->vel[1] = vel[1];
    p->vel[2] = vel[2];

    p->accel[0] = p->accel[1] = p->accel[2] = 0;

    p->vel[0] += (crandom() * 4);
    p->vel[1] += (crandom() * 4);
    p->vel[2] += (20 + (crandom() * 10)) * speed;

    p->accel[0] = crandom() * 4;
    p->accel[1] = crandom() * 4;

}

void CG_ParticleDust(centity_t *cent, vec3_t origin, vec3_t dir) {
    float length;
    float dist;
    float crittersize;
    vec3_t angles, forward;
    vec3_t point;
    cparticle_t *p;
    int i;

    dist = 0;

    VectorNegate(dir, dir);
    length = VectorLength(dir);
    vectoangles(dir, angles);
    AngleVectors(angles, forward, NULL, NULL);

    crittersize = LARGESIZE;

    if (length)
        dist = length / crittersize;

    if (dist < 1)
        dist = 1;

    VectorCopy(origin, point);

    for (i = 0; i < dist; i++) {
        VectorMA(point, crittersize, forward, point);

        if (!free_particles)
            return;

        p = free_particles;
        free_particles = p->next;
        p->next = active_particles;
        active_particles = p;

        p->time = cg.time;
        p->alpha = 5.0;
        p->alphavel = 0;
        p->roll = 0;

        p->pshader = cgs.media.smokePuffShader;

        // RF, stay around for long enough to expand and dissipate naturally
        if (length)
            p->endtime = cg.time + 4500 + (crandom() * 3500);
        else
            p->endtime = cg.time + 750 + (crandom() * 500);

        p->startfade = cg.time;

        p->width = LARGESIZE;
        p->height = LARGESIZE;

        // RF, expand while falling
        p->endheight = LARGESIZE * 3.0;
        p->endwidth = LARGESIZE * 3.0;

        if (!length) {
            p->width *= 0.2f;
            p->height *= 0.2f;

            p->endheight = NORMALSIZE;
            p->endwidth = NORMALSIZE;
        }

        p->type = P_SMOKE;

        VectorCopy(point, p->org);

        p->vel[0] = crandom()*6;
        p->vel[1] = crandom()*6;
        p->vel[2] = random()*20;

        // RF, add some gravity/randomness
        p->accel[0] = crandom()*3;
        p->accel[1] = crandom()*3;
        p->accel[2] = -PARTICLE_GRAVITY * 0.4;

        VectorClear(p->accel);

        p->rotate = qfalse;

        p->roll = rand() % 179;

        p->alpha = 0.75;

    }


}

void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, float alpha) {
    cparticle_t *p;

    if (!pshader)
        CG_Printf("CG_ParticleImpactSmokePuff pshader == ZERO!\n");

    if (!free_particles)
        return;

    p = free_particles;
    free_particles = p->next;
    p->next = active_particles;
    active_particles = p;
    p->time = cg.time;
    p->alpha = 1.0;
    p->alphavel = 0;
    p->roll = rand() % 179;

    p->pshader = pshader;

    if (duration > 0)
        p->endtime = cg.time + duration;
    else
        p->endtime = duration;

    p->startfade = cg.time;

    p->width = size;
    p->height = size;

    p->endheight = size;
    p->endwidth = size;

    p->type = P_SPRITE;

    VectorCopy(origin, p->org);

    p->rotate = qfalse;
}

